[quote who="theboogeyman" reply="68" id="3422315"] I prefer a hex grid over a square one. What I have a problem with is why does a Star and a planet/ship both take up only one hex? A star is much larger like a hundred thousand times or more. The Star should take up more hexes to be more realistic.[/quote] If you go back and read the GC2 manual (I think that is where it is mentioned) they hand-wave that away with the concept that 1 square (hex) is the distance that an unmodified
wuphonsreach
My issue in GC2 with the galaxy size was: Even on immense (sparse stars, tight clusters of stars), you could reach 1/2 the galaxy with the default colony ship. This nullified any semblance of "terrain" or having to build stepping stones to get to the next star cluster to expand your empire. It provides another early-mid game challenge where you either have to build starbases or outfit your ships with range modules (and provides an interesting choice of which is better). MOO2 had
My only concern with having to talk to the "cloud" to get ship designs for the AI is to make sure that it is tolerant of faults in the network stack, such as still letting you play even if the network is dropping 30-40% packets. A lot of consumer networks are notorious for failing partially rather then completely where you will have sustained periods of 5-30% packet loss for a few hours / days until someone figures out what connection to wiggle.
I'd like to see the map spread out a bit more then in that screenshot. But then, I play GC2 on Immense maps with sparse stars in order to get a feel of "vast distance".
One issue that should be considered in GC3 is to make sure that Mega-Events scale with galaxy size / number of habitable planets. For the little stuff like the Ranger ship, this already happens because it's a percent change for every anomaly explored and there are simply more anomalies in larger galaxies. For the other mega-events, I would hope that some thought is given to being able to scale their impact based on galaxy size (or better, # of habitable planet
[quote who="michaelwhittaker" reply="7" id="3410194"] Quoting mattiscool555, reply 6 My advice is to learn punctuation. Nobody reads giant walls of text, especially if they are one long sentence(Technically not even that since there isn't a single piece of punctuation anywhere.) As long as I was going to get away with this I was going to do this. I am punctuating now people r finally starting to complain about this. I should say thanks for your criticism
[quote who="Chibiabos" reply="5" id="3411364"] I disagree with the OP -- one of the reasons for choosing a larger map was to make ship range technologies valuable, whereas smaller maps are for quick brawls and lets you skip that tech.[/quote] I agree that on the really tiny maps, ship range should be almost a non-factor. The problem is that on the immense maps, your default colony ship had a *huge* range. Plus you could use starbases t
Well, I don't want to see starbases tied to a single planet for supply either. Break the concept of constructor into two different ship classes. One is the initial builder which lays out the basic skeleton of the starbase. It's a slow/expensive ship, and the amount of "constructor" modules that you can place on the hull controls how big of a starbase you can ultimately build. Once the skeleton is built, it functions like a special-case p
[quote who="Voqar" reply="69" id="3413092"] For me, personally, if you're going 64bit/Dx10 only and excluding the still very large chunk of people saddled with WinXp 32 bit, why would you even consider Mac or Linux and their even smaller market shares? I would rather see dev resources dedicated to pretty much anything else - more content for the PC, for ex.[/quote] Because if Microsoft gets their way, the only way to sell software into the Win8 and later
+1 for Linux. Or, at a minimum, making sure it can run on WINE. I'm switching my desktop over to Ubuntu in the next few weeks and installing Steam for Linux. I'll probably still have Win7 running in a VM, and the motherboard does support IOMMU, but Win7 will definitely be my last Microsoft O/S on the desktop.
I think there's needs to be 6-8 "axis" traits. Good/Evil is a bit arbitrary and limiting. Maybe: Totalitarian vs Free Spirits? Diplomatic vs Militaristic? Isolationist vs Expansionist? Protectionism vs Free Trade? Religious vs Nonbeliever? etc...
There definitely needs to be a few types of event "timelines": 1) The full-on at a moment's notice, effects go from 0-100% in a single turn. Then turn off in a single turn at some future date (if it's not a permanent change to the galaxy). 2) Events that ramp up in a linear fashion over N turns. Then wind down in a linear fashion over N turns. (N should be a random range.) 3) Events where the ramp-u
The GC2 system worked well enough: - It needed a build-queue, just like a planet. So you could just point your constructors at it as a "rally point" and have it work automatically until you finished out the build-queue. - Starbase tech didn't keep up with ship advances. A starbase (in my mind) should be competitive with even the largest ship hulls if you invest the constructors into upgrading it. In my mind, a military starba
GalCiv2 Ultimate Edition (which was on sale via Steam last week, it meant I didn't have to go rummaging for my older GC2 CDs).
For those of us that like long slow-paced sessions, being able to change the difficulty "on the fly" would be a very nice to have feature. By long, slow-paced, sessions -- I'm talking about games that might take 40-60 hours of play to finish, spread over a few weeks. I might start at "challenging" but start to pull way ahead of the AI. Rather then toss 10-20 hours of gameplay, or just gifting them techs / planets / etc. willy-nilly only to have them frit
Civ5 could have also done a modified version of 1UPT where instead of being limited to a single archer, your civilization had some sort of logistics value which would limit how big of a stack you could put in each hex. (Stacks were nice from a control point of view, because it's easier to move 3 stacks then having to move 30 individual units.) Fortunately, I don't see GC3 having that issue. Just making the old square sectors into hexes will work just
I'll settle for not having to click through half a dozen pop-up windows each turn... there should be one pop-up window of everything interesting that happened where you can browse the list, filter it, etc. But I agree it would also be nice to see where combat happened in the galaxy, if it was within sensor range, and not just having to put your camera somewhere that you think might be interesting and pray as you clicked the "Next Turn" button.
[quote who="MarvinKosh" reply="20" id="3408934"] There was an auto-upgrade feature in later versions of GC2, however the module prioirty list didn't persist on reloading. If you didn't want a particular module to be built there was no way to uncheck it. Basically there needed to be a Starbases governor.[/quote] Or treat Starbases like Planets and give them a build queue. Then you have to ship them supplies that are b
Well, look back at MOO2's combat. You had the "turn-based" method (which had its flaws, like one fleet got to do all its moves before the other), but you could also just hit the "auto" button. Some of the bigger fleet battles there were fun (except for the playing area limits) where there was strategy of which ships you'd move first, whether you threw the cannon-fodder hulls at the enemy to use up their ammo points for that round, etc. I'm hoping the c
I've been checking back about once a year to see if GC3 was ever announced/released. Given Stardock's track record (how they handled the Elemental series) and history (I used OS/2 from 2.0 up through OS/2 Warp before switching to Win2000), it's one of the very few companies that I feel comfortable with pre-ordering. I spent a lot of time in the MOO3 forums back at release, I'm hoping that Stardock paid attention to the mistakes made by the MOO3 tea
I prefer the old Good / Evil crossed with Lawful / Chaotic (9 possible alignments). The Lawful Evil folks really hated the Chaotic Good, but were more likely to get along with the Lawful Good people.
I like the look and the fact that the "snap points" are staying in GC3. Being able to get assistance for making the design symmetrical (when I want it to be symmetrical) will be a big help. It is a pain in GC2 to do symmetry on some of the larger designs. Issues I have with the designer in GC2: - If you have a piece that you like, it was not (or at least not obvious) how to grab that piece that is already placed and copy/paste it to ot
I'm hoping starbases are just really big ship hulls that you design in the ship designer and can get unique looks for. That would make more more emotionally invested in a particular starbase. Over time, you should be able to research larger and larger starbase hulls. Some reduction in the "constructor spam" would be useful. Starbases need to be functional quickly, but also upgradeable. I think the easiest way to deal with that might be to:</p
Civ5 hexes had a big flaw: They combined overly large hexes with the concept of one-unit-per-hex. If they had changed the scale so that the current hexes got divided into 7 smaller hexes (and cities stayed the same scale, but took up 7 hexes) then the one-unit-per-hex concept would have been fine. As a result, you had huge bottlenecks in a lot of terrain and the scale of units vs cities didn't really make much sense. I don't envision hexes causing th
I've been going back and (finally) playing GalCiv2 ultimate edition in-depth. - The freedom to put anything/anywhere is useful and I would like to retain that. Maybe I want to put the engines on the bottom for some strange reason, or pointing in random directions. - The ability to hook pieces together like lego-bricks was a big plus in GC2 for me. I didn't have to fiddle with getting things exactly right and it mostly jus